I want to make stopwatch. And i create stopwatch class like this. And when i call onPause in another Activity its freeze application.
public class StopWatch implements Runnable {
private Object mPauseLock;
private boolean mPaused;
private boolean mFinished;
private ArrayList<TextView> textFields;
private Handler mHandler = new Handler();
public StopWatch( ArrayList<TextView> textFields) {
mPauseLock = new Object();
mPaused = false;
mFinished = false;
this.textFields =textFields;
}
public void run() {
textFields.get(1).setText("progressing...");
if (!mPaused) {
mHandler.postDelayed(this, 1000);
}
synchronized (mPauseLock) {
while (mPaused) {
try {
mPauseLock.wait();
} catch (InterruptedException e) {
}
}
}
}
public void onPause() {
synchronized (mPauseLock) {
mPaused = true;
}
}
public void onResume() {
synchronized (mPauseLock) {
mPaused = false;
mPauseLock.notifyAll();
}
}
}
and i create instance of class in another View like. Can somebody exmplain me where is problem?
stopky = new StopWatch(textFields);
stopky.run();
// do another stuff and register buttons with onClickListener and call
stopky.onPause(); // freeze application
stopky.onResume();
You can't Object.wait() in a run method called from a Handler, which is probably running on the main/UI Thread.
The whole Android app is coordinated via short methods which register with the main/UI Thread. You're probably registering your stopwatch there, too. It's not possible to perform a while loop there and at the same time process events from the user interface..
A quick solution would be to re-schedule your run method and check the status the next time it gets called. Basically like so:
public void run() {
textFields.get(1).setText("progressing...");
if (!mPaused) {
// do what has to be done when stopwatch is running
mHandler.postDelayed(this, 1000);
} else {
// just re-schedule with a shorter delay
mHandler.postDelayed(this, 10);
}
}
An even better way would be to go for a fully event-driven design and avoid calling the stopwatch at all while it is stopped. In this case, you would simply re-start it from the Button's event handler.
Related
I want to make a pause between two lines of code, Let me explain a bit:
-> the user clicks a button (a card in fact) and I show it by changing the background of this button:
thisbutton.setBackgroundResource(R.drawable.icon);
-> after let's say 1 second, I need to go back to the previous state of the button by changing back its background:
thisbutton.setBackgroundResource(R.drawable.defaultcard);
-> I've tried to pause the thread between these two lines of code with:
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
However, this does not work. Maybe it's the process and not the Thread that I need to pause?
I've also tried (but it doesn't work):
new Reminder(5);
With this:
public class Reminder {
Timer timer;
public Reminder(int seconds) {
timer = new Timer();
timer.schedule(new RemindTask(), seconds*1000);
}
class RemindTask extends TimerTask {
public void run() {
System.out.format("Time's up!%n");
timer.cancel(); //Terminate the timer thread
}
}
}
How can I pause/sleep the thread or process?
One solution to this problem is to use the Handler.postDelayed() method. Some Google training materials suggest the same solution.
#Override
public void onClick(View v) {
my_button.setBackgroundResource(R.drawable.icon);
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
my_button.setBackgroundResource(R.drawable.defaultcard);
}
}, 2000);
}
However, some have pointed out that the solution above causes a memory leak because it uses a non-static inner and anonymous class which implicitly holds a reference to its outer class, the activity. This is a problem when the activity context is garbage collected.
A more complex solution that avoids the memory leak subclasses the Handler and Runnable with static inner classes inside the activity since static inner classes do not hold an implicit reference to their outer class:
private static class MyHandler extends Handler {}
private final MyHandler mHandler = new MyHandler();
public static class MyRunnable implements Runnable {
private final WeakReference<Activity> mActivity;
public MyRunnable(Activity activity) {
mActivity = new WeakReference<>(activity);
}
#Override
public void run() {
Activity activity = mActivity.get();
if (activity != null) {
Button btn = (Button) activity.findViewById(R.id.button);
btn.setBackgroundResource(R.drawable.defaultcard);
}
}
}
private MyRunnable mRunnable = new MyRunnable(this);
public void onClick(View view) {
my_button.setBackgroundResource(R.drawable.icon);
// Execute the Runnable in 2 seconds
mHandler.postDelayed(mRunnable, 2000);
}
Note that the Runnable uses a WeakReference to the Activity, which is necessary in a static class that needs access to the UI.
You can try this one it is short
SystemClock.sleep(7000);
WARNING: Never, ever, do this on a UI thread.
Use this to sleep eg. background thread.
Full solution for your problem will be:
This is available API 1
findViewById(R.id.button).setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(final View button) {
button.setBackgroundResource(R.drawable.avatar_dead);
final long changeTime = 1000L;
button.postDelayed(new Runnable() {
#Override
public void run() {
button.setBackgroundResource(R.drawable.avatar_small);
}
}, changeTime);
}
});
Without creating tmp Handler. Also this solution is better than #tronman because we do not retain view by Handler.
Also we don't have problem with Handler created at bad thread ;)
Documentation
public static void sleep (long ms)
Added in API level 1
Waits a given number of milliseconds (of uptimeMillis) before returning. Similar to sleep(long), but does not throw InterruptedException; interrupt() events are deferred until the
next interruptible operation.
Does not return until at least the specified number of milliseconds has elapsed.
Parameters
ms to sleep before returning, in milliseconds of uptime.
Code for postDelayed from View class:
/**
* <p>Causes the Runnable to be added to the message queue, to be run
* after the specified amount of time elapses.
* The runnable will be run on the user interface thread.</p>
*
* #param action The Runnable that will be executed.
* #param delayMillis The delay (in milliseconds) until the Runnable
* will be executed.
*
* #return true if the Runnable was successfully placed in to the
* message queue. Returns false on failure, usually because the
* looper processing the message queue is exiting. Note that a
* result of true does not mean the Runnable will be processed --
* if the looper is quit before the delivery time of the message
* occurs then the message will be dropped.
*
* #see #post
* #see #removeCallbacks
*/
public boolean postDelayed(Runnable action, long delayMillis) {
final AttachInfo attachInfo = mAttachInfo;
if (attachInfo != null) {
return attachInfo.mHandler.postDelayed(action, delayMillis);
}
// Assume that post will succeed later
ViewRootImpl.getRunQueue().postDelayed(action, delayMillis);
return true;
}
I use this:
Thread closeActivity = new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(3000);
// Do some stuff
} catch (Exception e) {
e.getLocalizedMessage();
}
}
});
I use CountDownTime
new CountDownTimer(5000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
// do something after 1s
}
#Override
public void onFinish() {
// do something end times 5s
}
}.start();
You probably don't want to do it that way. By putting an explicit sleep() in your button-clicked event handler, you would actually lock up the whole UI for a second. One alternative is to use some sort of single-shot Timer. Create a TimerTask to change the background color back to the default color, and schedule it on the Timer.
Another possibility is to use a Handler. There's a tutorial about somebody who switched from using a Timer to using a Handler.
Incidentally, you can't pause a process. A Java (or Android) process has at least 1 thread, and you can only sleep threads.
This is what I did at the end of the day - works fine now :
#Override
public void onClick(View v) {
my_button.setBackgroundResource(R.drawable.icon);
// SLEEP 2 SECONDS HERE ...
final Handler handler = new Handler();
Timer t = new Timer();
t.schedule(new TimerTask() {
public void run() {
handler.post(new Runnable() {
public void run() {
my_button.setBackgroundResource(R.drawable.defaultcard);
}
});
}
}, 2000);
}
In addition to Mr. Yankowsky's answers, you could also use postDelayed(). This is available on any View (e.g., your card) and takes a Runnable and a delay period. It executes the Runnable after that delay.
This is my example
Create a Java Utils
import android.app.ProgressDialog;
import android.content.Context;
import android.content.Intent;
public class Utils {
public static void showDummyWaitingDialog(final Context context, final Intent startingIntent) {
// ...
final ProgressDialog progressDialog = ProgressDialog.show(context, "Please wait...", "Loading data ...", true);
new Thread() {
public void run() {
try{
// Do some work here
sleep(5000);
} catch (Exception e) {
}
// start next intent
new Thread() {
public void run() {
// Dismiss the Dialog
progressDialog.dismiss();
// start selected activity
if ( startingIntent != null) context.startActivity(startingIntent);
}
}.start();
}
}.start();
}
}
Or you could use:
android.os.SystemClock.sleep(checkEvery)
which has the advantage of not requiring a wrapping try ... catch.
If you use Kotlin and coroutines, you can simply do
GlobalScope.launch {
delay(3000) // In ms
//Code after sleep
}
And if you need to update UI
GlobalScope.launch {
delay(3000)
GlobalScope.launch(Dispatchers.Main) {
//Action on UI thread
}
}
I know this is an old thread, but in the Android documentation I found a solution that worked very well for me...
new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
https://developer.android.com/reference/android/os/CountDownTimer.html
Hope this helps someone...
class MyActivity{
private final Handler handler = new Handler();
private Runnable yourRunnable;
protected void onCreate(#Nullable Bundle savedInstanceState) {
// ....
this.yourRunnable = new Runnable() {
#Override
public void run() {
//code
}
};
this.handler.postDelayed(this.yourRunnable, 2000);
}
#Override
protected void onDestroy() {
// to avoid memory leaks
this.handler.removeCallbacks(this.yourRunnable);
}
}
And to be double sure you can be combined it with the "static class" method as described in the tronman answer
I have tried some ways to do it and didn't secced.
I have MainActivity which start 3 thread. I want to stop the threads when the user press "back" bottum or when from some reason the app stop (phone call for example).
and after the activity again seen (when the user come back to the app) the thread will continue from where they stop.
All the threads defined in MainActivity and there they start.
Thanks!
public class MainActivity extends Activity
{
//threads
private PingPongGame gameThread;
private PaddleMover paddleMoverThread;
private PresentThread giftThread;
public GameSounds gameSounds;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
gameLevel = new GameLevel0(screenWidth , screenHeight, this.giftArr);
gameLevelView = new GameLevelView(this,gameLevel);
// Creating the game view
this.gameView = new PingPongView(this);
// Setting the gameView as the main view for the PingPong activity.
setContentView(gameView);
if(gameThread == null){
//create the main thread
gameThread = new PingPongGame( gamePaddle, gameView, gameLevel , message , ballArr , gameSounds);
//create the thread responsible for moving the paddle
paddleMoverThread = new PaddleMover(gamePaddle, gameView);
//create the thread responsible for present
giftThread = new PresentThread(gamePaddle , gameView , gameLevel, message , giftArr , ballArr,gameSounds );
gameThread.start();
paddleMoverThread.start();
giftThread.start();
}
}
//This method is automatically called when the user touches the screen
#Override
public boolean onTouchEvent(MotionEvent event)
{
float destination;
// Toast.makeText(this, "try!", Toast.LENGTH_SHORT).show();
//get the x coordinate of users' press
destination = event.getX();
//notify the paddle mover thread regarding the new destination
gamePaddle.setPaddleDestination(destination);
return true;
}
}
Example of one of my threads:
public class PaddleMover extends Thread
{
private Tray gamePaddle; //holds a reference to the paddle
private PingPongView gameView; //holds a reference to the main view
//for stop
private Object mPauseLock;
private boolean mPaused;
//initialize class variables
public PaddleMover(Tray thePaddle, PingPongView mainView)
{
gamePaddle = thePaddle;
gameView = mainView;
//for stop and resume threads
mPauseLock = new Object();
mPaused = false;
}
//main method of the current thread
#Override
public void run()
{
//infinitely loop, and move the paddle if necessary
while ((Const.isLose == false) && (Const.isCompleteThisLevel==false) && (Const.isDestroy == false))
{
//check whether the paddle should be moved
if (gamePaddle.getMiddle() != gamePaddle.getPaddleDestination())
{
//move the paddle
gamePaddle.move();
//send a request to refresh the display
gameView.postInvalidate();
}
try
{
PaddleMover.sleep(3);
}
catch (InterruptedException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
//for stop and resume
synchronized (mPauseLock) {
while (mPaused) {
try {
mPauseLock.wait();
} catch (InterruptedException e) {
}
}
}
}
}
/**
* Call this on pause.
*/
public void onPause() {
synchronized (mPauseLock) {
mPaused = true;
}
}
/**
* Call this on resume.
*/
public void onResume() {
synchronized (mPauseLock) {
mPaused = false;
mPauseLock.notifyAll();
}
}
}
You can achieve a lot better control with your threads using Runnable objects. Instead of defining your logic using a loop within the run() method, do the following:
Define your framewise logic for each thread within Runnable objects. Override the run() method. Do not use a while loop within your Runnable.
Create a variable which tracks whether or not your game is paused. Use this variable to create a single while() loop within a main thread.
Define a Thread class and get it's Handler. You can do this like so:
class WorkerThread extends Thread
{
private volatile Handler mHandler;
//volatile so you can try to acquire it until it is instantiated
#Override
public void run()
{
//This is pretty much boilerplate for worker thread implementations
Looper.prepare();
//Handlers must be instantiated by their respective threads
mHandler = new Handler();
Looper.loop();
}
#Override
public Handler getHandler()
{
return mHandler;
}
}
Instantiate multiple WorkerThreads and acquire references to their Handler objects.
In each frame, pass the Runnable() which defines the logic you want the Thread to execute to the Handler using the postRunnable() method.
Use ConditionVariable objects to make sure you don't call the postRunnable() method while the WorkerThread is still executing.
Runnable thread1runnable = new Runnable()
{
#Override
public void run()
{
//Do your logic here
...
thread1finished.open(); //This lets the block() function return
}
}
ConditionVariable thread1finished = new ConditionVariable();
thread1finished.open(); //Make sure the loop doesn't block the first time through
Thread thread1 = new WorkerThread();
//Start the thread to acquire the handler and prepare it for looping
thread1.start();
//Call stop() when shutting down your game, not pausing
Handler thread1handler;
while (thread1handler != null)
thread1handler = thread1.getHandler();
//A crude way of making sure you acquire the instantiated handler, you can top this
while (gameRunning)
{
if (!isPaused) //Stops work when your isPaused variable is set
{
thread1finished.block(); //Wait for the last runnable to finish
//Lock the ConditionVariable so the loop will block
thread1finished.close();
//Signal the worker thread to start crunching
thread1handler.postRunnable(thread1runnable);
}
}
In your onPause() override, set the variable that stops your while() loop from posting the Runnable objects to your WorkerThreads. Enjoy automatic starting and stopping!
There may be issues adapting this method to three different threads which you don't want to synchronize frame-per-frame. Let me know how it goes.
I need a timer which will send a message for its' handler. I've made a class that implements Runnable and I feed its' object to the thread runnable constructor. When I start the thread it hangs application and it obviously isn't working asyncroniously. I could've used AsyncTask but I've also heard that they're designed for short-term operations while my background timer must work throughout activity onResumed state. Would you mind pointing out my mistake and maybe giving useful links on the subject of threads in android. Thanks.
Here's the code I've written:
#Override
public void onResume() {
// TODO Auto-generated method stub
super.onResume();
_myTimerInstance = new MyTimer(new Handler() {
#Override
public void dispatchMessage(Message msg) {
super.dispatchMessage(msg);
// ...
}
});
_myThread = new Thread(_myTimerInstance);
_myThread.run();
}
private static class MyTimer implements Runnable {
private Handler _myHandler;
private boolean _activityHasBeenLeft;
public MyTimer(Handler myHandler) {
_myHandler = myHandler;
}
public void setActivityHasBeenLeft(boolean b) {
_activityHasBeenLeft = b;
}
#Override
public void run() {
while (!_activityHasBeenLeft) {
try {
Thread.sleep(2000);
_myHandler.sendEmptyMessage(0);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
You should always use Thread.start() not Thread.run()
Thread.run() is like a normal method call and is run on the same thread.
use
_myThread.start();
I am writing a game in which after a specified amount of time a thread must be stopped.The user has failed to complete a particular level.I am using a thread.How do i stop this thread after a specified amount of time and display another view.How do i do this.The following code delays the launching of the thread by timelimit.
Thread t = ... t.join(timelimit);
if (t.isAlive)
t.interrupt();
How do i run the thread and close it after a period of time.
Your working thread
public class Worker extends Thread {
private boolean isRunning = true;
public void run() {
while (isRunning) {
/* do your stuff here*/
}
}
public void stopWorker() {
isRunning = false;
}
}
Your stopping thread
public class Stopper extends Thread {
private Worker worker;
public void Stopper(Worker w) {
worker = w;
}
public void run() {
// wait until your timeout expires
worker.stopWorker();
}
}
you should declare your thread with something like this
public class GameLoopThread extends Thread{
private boolean running = false;
public void setRunning(boolean run){
running = run;
}
#Override
public void run(){
while(running){
}
}
}
This is the safer way, In order to stop you should set the running variable to false. Otherwise If you stop the thead you will get an android exception .
I prefer interrupting the Thread from outside and checking interrupted state in short intervals:
try {
while (!Thread.currentThread.interrupted()) {
doSth();
}
} catch (InterruptedException e) {
// finished
}
you can use below code is run after given specified time.
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
// after this is rung
}
}, 5000);
What is the proper way to set a timer in android in order to kick off a task (a function that I create which does not change the UI)?
Use this the Java way:
http://docs.oracle.com/javase/1.5.0/docs/api/java/util/Timer.html
Or there is a better way in android (android's handler)?
yes java's timer can be used, but as the question asks for better way (for mobile). Which is explained Here.
For the sake of StackOverflow:
Since Timer creates a new thread it may be considered heavy,
if all you need is to get is a call back while the activity is running a Handler can be used in conjunction with a
Runnable:
private final int interval = 1000; // 1 Second
private Handler handler = new Handler();
private Runnable runnable = new Runnable(){
public void run() {
Toast.makeText(MyActivity.this, "C'Mom no hands!", Toast.LENGTH_SHORT).show();
}
};
...
handler.postAtTime(runnable, System.currentTimeMillis()+interval);
handler.postDelayed(runnable, interval);
or a Message
private final int EVENT1 = 1;
private Handler handler = new Handler() {
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case Event1:
Toast.makeText(MyActivity.this, "Event 1", Toast.LENGTH_SHORT).show();
break;
default:
Toast.makeText(MyActivity.this, "Unhandled", Toast.LENGTH_SHORT).show();
break;
}
}
};
...
Message msg = handler.obtainMessage(EVENT1);
handler.sendMessageAtTime(msg, System.currentTimeMillis()+interval);
handler.sendMessageDelayed(msg, interval);
on a side note this approach can be used, if you want to run a piece of code in the UI thread from an another thread.
WARNING: Handler's timer (or whatever controls delays) gets paused whenever the CPU goes to deep-sleep, but will continue once CPU wakes up (from where it was paused).
if you need to get a call back even if your activity is not running then, you can use an AlarmManager.
Standard Java way to use timers via java.util.Timer and java.util.TimerTask works fine in Android, but you should be aware that this method creates a new thread.
You may consider using the very convenient Handler class (android.os.Handler) and send messages to the handler via sendMessageAtTime(android.os.Message, long) or sendMessageDelayed(android.os.Message, long). Once you receive a message, you can run desired tasks. Second option would be to create a Runnable object and schedule it via Handler's functions postAtTime(java.lang.Runnable, long) or postDelayed(java.lang.Runnable, long).
As I have seen it, java.util.Timer is the most used for implementing a timer.
For a repeating task:
new Timer().scheduleAtFixedRate(task, after, interval);
For a single run of a task:
new Timer().schedule(task, after);
task being the method to be executed
after the time to initial execution
(interval the time for repeating the execution)
I hope this one is helpful and may take less efforts to implement,
Android CountDownTimer class
e.g.
new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
Probably Timerconcept
new CountDownTimer(40000, 1000) { //40000 milli seconds is total time, 1000 milli seconds is time interval
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
}
}.start();
or
Method 2 ::
Program the timer
Add a new variable of int named time. Set it to 0.
Add the following code to onCreate function in MainActivity.java.
//Declare the timer
Timer t = new Timer();
//Set the schedule function and rate
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
//Called each time when 1000 milliseconds (1 second) (the period parameter)
}
},
//Set how long before to start calling the TimerTask (in milliseconds)
0,
//Set the amount of time between each execution (in milliseconds)
1000);
Go into the run method and add the following code.
//We must use this function in order to change the text view text
runOnUiThread(new Runnable() {
#Override
public void run() {
TextView tv = (TextView) findViewById(R.id.main_timer_text);
tv.setText(String.valueOf(time));
time += 1;
}
});
It is situational.
The Android documentation suggests that you should use AlarmManager to register an Intent that will fire at the specified time if your application may not be running.
Otherwise, you should use Handler.
Note: The Alarm Manager is intended
for cases where you want to have your
application code run at a specific
time, even if your application is not
currently running. For normal timing
operations (ticks, timeouts, etc) it
is easier and much more efficient to
use Handler.
Here we go.. We will need two classes. I am posting a code which changes mobile audio profile after each 5 seconds (5000 mili seconds) ...
Our 1st Class
public class ChangeProfileActivityMain extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
Timer timer = new Timer();
TimerTask updateProfile = new CustomTimerTask(ChangeProfileActivityMain.this);
timer.scheduleAtFixedRate(updateProfile, 0, 5000);
}
}
Our 2nd Class
public class CustomTimerTask extends TimerTask {
private AudioManager audioManager;
private Context context;
private Handler mHandler = new Handler();
// Write Custom Constructor to pass Context
public CustomTimerTask(Context con) {
this.context = con;
}
#Override
public void run() {
// TODO Auto-generated method stub
// your code starts here.
// I have used Thread and Handler as we can not show Toast without starting new thread when we are inside a thread.
// As TimePicker has run() thread running., So We must show Toast through Handler.post in a new Thread. Thats how it works in Android..
new Thread(new Runnable() {
#Override
public void run() {
audioManager = (AudioManager) context.getApplicationContext().getSystemService(Context.AUDIO_SERVICE);
mHandler.post(new Runnable() {
#Override
public void run() {
if(audioManager.getRingerMode() == AudioManager.RINGER_MODE_SILENT) {
audioManager.setRingerMode(AudioManager.RINGER_MODE_NORMAL);
Toast.makeText(context, "Ringer Mode set to Normal", Toast.LENGTH_SHORT).show();
} else {
audioManager.setRingerMode(AudioManager.RINGER_MODE_SILENT);
Toast.makeText(context, "Ringer Mode set to Silent", Toast.LENGTH_SHORT).show();
}
}
});
}
}).start();
}
}
I'm an Android newbie but here is the timer class I created based on the answers above. It works for my app but I welcome any suggestions.
Usage example:
...{
public Handler uiHandler = new Handler();
private Runnable runMethod = new Runnable()
{
public void run()
{
// do something
}
};
timer = new UITimer(handler, runMethod, timeoutSeconds*1000);
timer.start();
}...
public class UITimer
{
private Handler handler;
private Runnable runMethod;
private int intervalMs;
private boolean enabled = false;
private boolean oneTime = false;
public UITimer(Handler handler, Runnable runMethod, int intervalMs)
{
this.handler = handler;
this.runMethod = runMethod;
this.intervalMs = intervalMs;
}
public UITimer(Handler handler, Runnable runMethod, int intervalMs, boolean oneTime)
{
this(handler, runMethod, intervalMs);
this.oneTime = oneTime;
}
public void start()
{
if (enabled)
return;
if (intervalMs < 1)
{
Log.e("timer start", "Invalid interval:" + intervalMs);
return;
}
enabled = true;
handler.postDelayed(timer_tick, intervalMs);
}
public void stop()
{
if (!enabled)
return;
enabled = false;
handler.removeCallbacks(runMethod);
handler.removeCallbacks(timer_tick);
}
public boolean isEnabled()
{
return enabled;
}
private Runnable timer_tick = new Runnable()
{
public void run()
{
if (!enabled)
return;
handler.post(runMethod);
if (oneTime)
{
enabled = false;
return;
}
handler.postDelayed(timer_tick, intervalMs);
}
};
}
I am using a handler and runnable to create a timer. I wrapper this in an abstract class. Just derive/implement it and you are good to go:
public static abstract class SimpleTimer {
abstract void onTimer();
private Runnable runnableCode = null;
private Handler handler = new Handler();
void startDelayed(final int intervalMS, int delayMS) {
runnableCode = new Runnable() {
#Override
public void run() {
handler.postDelayed(runnableCode, intervalMS);
onTimer();
}
};
handler.postDelayed(runnableCode, delayMS);
}
void start(final int intervalMS) {
startDelayed(intervalMS, 0);
}
void stop() {
handler.removeCallbacks(runnableCode);
}
}
Note that the handler.postDelayed is called before the code to be executed - this will make the timer more closed timed as "expected". However in cases were the timer runs to frequently and the task (onTimer()) is long - there might be overlaps. If you want to start counting intervalMS after the task is done, move the onTimer() call a line above.
I believe the way to do this on the android is that you need a background service to be running. In that background application, create the timer. When the timer "ticks" (set the interval for how long you want to wait), launch your activity which you want to start.
http://developer.android.com/guide/topics/fundamentals.html (<-- this article explains the relationship between activities, services, intents and other core fundamentals of Android development)
I used to use (Timer, TimerTask) as well as Handler to kick off (time-consuming) tasks periodically. Now I've switched the whole to RxJava. RxJava provides Observable.timer which is simpler, less error-prone, hassle-free to use.
public class BetterTimerFragment extends Fragment {
public static final String TAG = "BetterTimer";
private TextView timeView;
private Subscription timerSubscription;
#Override
public View onCreateView(LayoutInflater inflater,
#Nullable ViewGroup container,
#Nullable Bundle savedInstanceState) {
return inflater.inflate(R.layout.fragment_timer, container, false);
}
#Override
public void onViewCreated(View view, #Nullable Bundle savedInstanceState) {
super.onViewCreated(view, savedInstanceState);
timeView = (TextView) view.findViewById(R.id.timeView);
}
#Override
public void onResume() {
super.onResume();
// Right after the app is visible to users, delay 2 seconds
// then kick off a (heavy) task every 10 seconds.
timerSubscription = Observable.timer(2, 10, TimeUnit.SECONDS)
.map(new Func1<Long, String>() {
#Override
public String call(Long unused) {
// TODO: Probably do time-consuming work here.
// This runs on a different thread than the main thread.
return "Time: " + System.currentTimeMillis();
}
})
.observeOn(AndroidSchedulers.mainThread())
.subscribe(new Action1<String>() {
#Override
public void call(String timeText) {
// The result will then be propagated back to the main thread.
timeView.setText(timeText);
}
}, new Action1<Throwable>() {
#Override
public void call(Throwable throwable) {
Log.e(TAG, throwable.getMessage(), throwable);
}
});
}
#Override
public void onPause() {
super.onPause();
// Don't kick off tasks when the app gets invisible.
timerSubscription.unsubscribe();
}
}
For timing operation you should use Handler.
If you need to run a background service the AlarmManager is the way to go.
this example start the timer unitl destroyed in Kotlin
private lateinit var timerTask: TimerTask
timerTask = object : TimerTask() {
override fun run() {
Log.d("KTZ", "$minutes:$seconds");
timeRecordingLiveData.postValue("$minutes:$seconds")
seconds += 1;
if (seconds == 60) {
Log.d("KTZ", "$minutes:$seconds");
timeRecordingLiveData.postValue("$minutes:$seconds")
seconds = 0;
minutes += 1;
}
}
}
Cancel the timertask in onDestroy()
timerTask.cancel()